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Review: Patapon 2

Brad Nicholson
2:00 PM on 05.01.2009
Review: Patapon 2 photo


So, Patapon 2 is Sony’s  big UMD-less release. Since we got an early copy, I thought it would be cool to talk (briefly) about how you go about getting the game on your PlayStation Portable. It’s quite simple, really.

Just update your PSP to the latest firmware, find a wireless signal, sign up for a PlayStation Network account and go to the PlayStation Store. From there, you’ll be able to sort through a bunch of demos and new offerings. Find Patapon 2 and select download. The game will automatically download and install from then on.

It’s nice when these things work.

As you can imagine, I’ve been playing the hell out of Sony’s Patapon 2. If you’re a fan of the series, you won’t be disappointed. If you’re not, then, well, you’ll just have to read the review.

Hit the break for it.

Patapon 2 (PSP)
Developer: Pyramid, Japan Studio
Publisher: Sony Computer Entertainment
Released: May 5, 2009
MSRP: $19.99

Patapon 2’s story is zany, if not completely ridiculous. You’re a god who is praised and revered by the game’s mini-protagonists, the Patapon. Your objective -- and really, it’s the curious creatures’ will -- is to lead an army of these pocket monsters to a magical place called Earthend. Many enemies and obstacles, big and small, will block your path and slow your progress. But clearing these impediments doesn’t require tactical genius. All you need to do is feel the rhythm, and, uh, an affection for upgrading.

Pata-Pata-Pata-Pon.

I was late to the Patapon party. Sony’s original title hit retail in February 2008. I didn’t pick up the game until that summer. Much to my surprise -- and ultimately dismay -- I didn’t find the game that enjoyable. The delicious art style and character certainly tickled me. Yet, I wasn’t able to find that sweet spot between progress and backtracking that made the first game possible to play. In fact, the only thing I found was frustration. Despite my hours of effort, I was always underprepared, underpowered, and overwhelmed in the majority of the game’s advanced levels.

Patapon 2 hasn’t been that much different for me.

A couple notes on similarity and difference: Patapon 2 stays true to its source material. The progression for both levels and troops is handled in the same manner. The art design appears identical, and the game’s quasi-tactical combat is largely left alone in this installment. Adjustments have been made, of course, but they’re extremely subtle ones -- the kind that you don’t write home about. The tweaks and miniscule additions have made Patapon 2 a better game than its predecessor, but you’re still getting the same core experience wrapped in all the old frustrations and bliss.

Patapon 2 is a tactical action game with a rhythm twist. Your immediate goal -- as a god and commander -- is to lead a legion of deformed, yet cute, creatures to the end point of a level. The only way to make the Patapon do what you desire is through music -- the game’s weird bread and butter. By inputting simple commands (learned steadily throughout the game) you’ll be able to make your Patapon army move, attack, defend, charge, and even alternate the weather. The key is to input these commands with the beat. If you don’t, the Patapon won’t respond and you’ll likely take big damage from aggressors.

I believe this is where Patapon 2 fails as a strictly handheld title. You need to concentrate intensely on the music to have any measure of success. Good headphones or a quiet room are necessary to play this game.

If you’re down with the game’s groove and you’re hitting the beat perfectly, you’ll be rewarded with Fever mode, which makes the attacks and defense of the Patapon stronger. Let’s not piddle around here: the biggest key to success in the game is keeping Fever mode going throughout the entire level. The game expects you to be able to manage this feat. Difficulty is adjusted accordingly.

Whenever you successfully enter a command, there’s a slight delay in action. You can’t input beats while the Patapon are already engaged in another movement. This is detracting, especially during boss conflicts. You’ll often be one second behind being able to properly defend or attack. Most bosses require precise timing -- something the game doesn’t really allow you to do.

The frequency of boss battles is off the chain. Every few levels will have you and your Patapon army facing off against a massive creature. While the monsters are always delightful to look at, they certainly aren’t a pleasure to fight. These big baddies are ridiculously difficult to defeat, thanks to the game’s terrible scaling.

One thing that does help is the Hero unit, completely new to Patapon 2. This guy is capable of unleashing massive destruction when the Fever gauge is at its highest point. They’re also very durable and respawn after being knocked out of the fight. It gives a face to your army, almost literally. The Hero unit can don “masks,” which turn it into any type of troop in your army, be it archer, spearman, clubber, or cavalry.

Some quick notes about army diversity: many challenges in Patapon 2 require you to diversify and upgrade your army. You’re allowed four kinds of troops at any given time. The first will always be the Hero unit; the other three are of your choice. Some missions may require archers because of air threats; others, heavy-duty guys like the clubbers. Diverse armies typically prevail, but it’s unfortunate that you don’t get the clue to do so until you enter into a level and lose miserably.

And that’s only part of the rub. You also need to upgrade your troops. Patapon 2 has a deep upgrading system that allows you to transform and diversify your army according to your play style. Sounds great on paper, but there’s a problem with this. Upgrading requires practically endless hours of backtracking and boss battles to acquire the few items it takes to upgrade one measly Patapon.

The thing that keeps me from gushing over Patapon 2 is the blurry line between victory and defeat. Boss battles are always harder than the previous level -- one that you probably breezed through. But every once in a while, the game throws in a particularly challenging confrontation. At this point you’re expected to replay levels for hours and collect items needed for upgrades. In other words, you’ll be spending numerous boring hours rehashing old content.

Patapon 2 certainly has charm. Very few games have such a vibrant and flamboyant style. But the gameplay -- the fighting, backtracking, and item collecting -- is stale in comparison. The Hero unit, the extra mini-games (which allow you to get items slightly easier) make Patapon 2 slightly better than its predecessor. But the issues that remain with the game still dwarf the little strides made with the sequel.

If you’re a fan of the series, then this should be an easy get. If you’re not, then it might be best to consider if the frustration with backtracking and boss battles is worth your time.

Score: 6.5 -- Alright (6s may be slightly above average or simply inoffensive. Fans of the genre should enjoy them a bit, but a fair few will be left unfulfilled.)





Legacy Comments (will be imported soon)


6.5????
6.5????????

Different strokes for different folks I guess maybe I should go out on a limb here and say. "Is it possible that you have no rhythm Mr. Nicholson sir?"

I can play this game with one hand, I tapped my feet through the entire thing.
YOU HATE INNOVATION JIM
Given the kind of concentration Patapon requires, this would be the PERFECT game for playing on the PSN. DO IT SONY. Also, make it compatible with a drum controller.
Did someone say Jim was in on a renovation?
@Greeneggs
Did you actually just scroll down to see the low score, then assume it was Jim?!
It's possible he's referring to the shitstorm that resulted from This
http://www.destructoid.com/destructoid-review-patapon-75210.phtml
Brad Nicholson has vindicated my review of the original with this.
Agreed! I fuckin cant stand "Innovation Jim"! Fucking side scrolling, puzzle solving fuckin Genesis games from the mid 90's. Innovation Jim, you can go to hell and bring your platforming ass with it!

On another note, Good review, Patapon isnt a game for everyone, even the Patapon 1 demo I had a hard time getting into it. Its still a cute and really kool game.
So you have to force yourself to grind in order to get more powerful enough to defeat the later bosses? GAY.
It's always been that way, Chronic. This time around, the grind isn't that bad either, since the rewards are a lot better. And there's different difficulty levels for the minigames now.

I've played Patapon 1 like mad, and the 'fixes' to the gameplay are welcome, but in the end I got bored of it REAL quickly. At least there's an upgrade tree now which lets you switch back from one kind of patapon, to another (which is a vast improvement over the first game)
Plus you could import your savegame from the first game, for a head start in materials (so you'd have to grind even less than before)


What really appauls me, is that in the review he complains about the difficulty and the timing 'being off', resulting in a complete slaughter of your patapons... well... that's just Brad being a COMPLETE IDIOT.
You don't have to stay in fever mode. You're supposed to go out of it, to find the rhythm again. And the better you are at finding the ideal rhythm, the sooner you'll get right back into fever mode.

... maybe the devs should've just mentioned it somewhere in the tutorial -.-
Still bummed about the download only BS. I have a 1GB card and its pretty much full. Im not deleting stuff or spending a bunch of cash for another SD card to play it.
Sounds like I'll love the game, just like I did the original.

Thanks, Brad!
Oh please let the dl only fail so it forces the publisher to release a physical copy!
I really wanted to enjoy the original Patapon game, but I found it was riddled with many minor annoyances that, when added up, just end up, well... annoying throughout playing the whole game.
I played the original up to the fucking desert level. I don't think I'll be getting this one.
I'll probably be picking it up. But I want a box to go with it, dammit. D:
My biggest complaint about Patapon 1 and the Patapon 2 demo is the rhythm. I'm a drummer and percussionist, and even tapping my foot I break my fever mode constantly. What throws me off are the Patapon's chanting....especally doing the Chika chika pata pon for defending....their chanting is off beat and louder than the music I'm supposed to play with....also many times getting a fever combo throws me off with their chanting. Anyone else have problems with this?

I just played the demo up on PSN now. I'm a fan of the original, but why didn't they fix anything people complained about? Patapon 2 has the same countless hours of backtracking, same dumb dinosaur boss, same 4 drum patterns.

They recycled the music, the same on screen animations like the fever bar and the Mission Complete. You're also rebuilding the same 'camp' alters from the first. The graphics looks the same, with some new backgrounds but nothing that stands out as any real graphical update.

They did add hero characters in the demo that are super powerful, which should make it a little easier, but I guess it didn't for the Brad so I'm guessing it won't for me. I also like how you can level up and evolve your soldiers, not have to retire them like in the first game. I'm sure there will be a lot more features in the game in a couple days but the demo was a real disappointment.

I think it's often a good thing for a sequel to keep a lot of the same gameplay elements....but to keep almost everything the same seems like a lazy cash in to me. This is Patapon 1 with a couple new songs, backgrounds, and units....which isn't a bad thing if you love Patapon, but I was just hoping for a more.

I'm still on the fence about paying for this download, something that I'd likely want to trade in for credit in a month but won't be able to.


@ Mr Kite-
"I played the original up to the fucking desert level. I don't think I'll be getting this one."

Ha ha that's hilarious, I almost quit playing that retarded level....so cheap and difficult! I finally beat it and my wife kicked the ac chord and turned off my PSP on the next level before I could quit...I wanted to cry.
I have to say this game series is truly made for me. It has literally everything I love in gaming, that is to say funky music, an interesting art style, and the gameplay is exactly what I want from a portable game. I love rhythm games and it also feels like a turn based strategy game. also the grinding is just the right amount, Disgaea drove me crazy with the potential grinding you could do there.

I really can't wait to play this game. ribbit.
I'm not gonna pretend to be some masterful god of beats, but it really isn't that hard to stay in fever mode. Even on hard difficulty, it isn't that hard. Maybe getting the perfect beats for hero specials are hard, but staying in fever isn't a problem. Noah, if you're a percussionist and can't keep a beat with other things going on in the background, how do you play live?

Although the game feels a little recycled, I wouldn't have asked for anything more for such a small price tag.
Is MOAR of the same.
You're score seems on the low side. From what i've read you are saying this is atleast as good as the original with some improvements and the first patapon was DEFINATELY better than a 6.5
@Rosbif

tee hee!

but i agree, 4/4 120 bpm aint no rocket science.

also you guys shouldn't worry about the scores so much if the game is worth the money, which it sounds like it is. It builds off the first one while getting rid of a few flaws in gameplay. plus its only 20 bucks, so as long as you don't plan to hock it afterwords...
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